Princess hug animation

This commit is contained in:
Zeno Rogue 2020-12-26 18:09:09 +01:00
parent f3040d439c
commit 9c9afceb41
2 changed files with 40 additions and 8 deletions

View File

@ -506,6 +506,7 @@ struct info {
int bestnear; // best dist achieved, by the player
int value; // number of Rugs at 120
cell *princess; // where is the Princess currently
int together; // in which turn have we been together -- for the hug animation
};
#endif
@ -542,6 +543,7 @@ struct info {
i->id = isize(infos);
i->bestdist = 0;
i->bestnear = OUT_OF_PRISON;
i->together = -INF;
infos.push_back(i);
assign(i);
return i->id;
@ -555,6 +557,7 @@ struct info {
i->id = isize(infos);
i->bestdist = items[itSavedPrincess] ? OUT_OF_PALACE : OUT_OF_PRISON;
i->bestnear = 0;
i->together = -INF;
infos.push_back(i);
assign(i);
}
@ -673,7 +676,20 @@ struct info {
changes.value_keep(*i);
i->princess = ct;
setdist(i, dist(ct));
// printf("newdist = %d (vs %d)\n", newdist, i->bestdist);
forCellIdEx(cp, j, ct) if(isPlayerOn(cp)) {
bool safe = true;
for(cell *test: {ct, cp}) forCellEx(c1, test) forCellEx(c2, test)
if(isActiveEnemy(c1, moPlayer) || isActiveEnemy(c2, moPlayer))
safe = false;
if(safe) {
if(turncount > i->together + 20) {
animateHug(movei(ct, j), LAYER_SMALL);
animateHug(movei(ct, j).rev(), LAYER_SMALL);
}
i->together = turncount;
}
}
}
}

View File

@ -2344,20 +2344,22 @@ EX bool applyAnimation(cell *c, shiftmatrix& V, double& footphase, int layer) {
return true;
}
if(a.attacking == 1)
if(among(a.attacking, 1, 3))
R = hdist(tC0(a.attackat), tC0(a.wherenow));
else
R = hdist0(tC0(a.wherenow));
aspd *= (1+R+(shmup::on?1:0));
if(a.attacking == 3 && aspd > R) aspd = R;
if(R < aspd || std::isnan(R) || std::isnan(aspd) || R > 10) {
if((R < aspd || std::isnan(R) || std::isnan(aspd) || R > 10) && a.attacking != 3) {
if(a.attacking == 1) { a.attacking = 2; goto again; }
animations[layer].erase(c);
return false;
}
else {
hyperpoint wnow;
if(a.attacking == 1)
if(a.attacking == 1 || a.attacking == 3)
wnow = tC0(z_inverse(a.wherenow) * a.attackat);
else
wnow = tC0(z_inverse(a.wherenow));
@ -2382,6 +2384,11 @@ EX bool applyAnimation(cell *c, shiftmatrix& V, double& footphase, int layer) {
}
fixmatrix(a.wherenow);
a.footphase += a.attacking == 2 ? -aspd : aspd;
if(a.attacking == 3 && aspd >= R) {
a.footphase = 0;
hyperpoint h1 = a.wherenow * C0;
a.wherenow = rgpushxto0(h1) * rspintox(h1);
}
footphase = a.footphase;
V = V * a.wherenow;
if(a.mirrored) V = V * Mirror;
@ -5327,7 +5334,7 @@ struct animation {
int ltick;
double footphase;
transmatrix wherenow;
int attacking;
int attacking; /** 0 = no attack animation, 1 = first phase, 2 = second phase, 3 = hugging */
transmatrix attackat;
bool mirrored;
};
@ -5380,17 +5387,26 @@ EX void animateMovement(const movei& m, int layer) {
a.mirrored = !a.mirrored;
}
EX void animateAttack(const movei& m, int layer) {
EX void animateAttackOrHug(const movei& m, int layer, int phase, ld ratio, ld delta) {
LATE( animateAttack(m, layer); )
if(vid.mspeed >= 5) return; // no animations!
transmatrix T = iadj(m);
bool newanim = !animations[layer].count(m.s);
animation& a = animations[layer][m.s];
a.attacking = 1;
a.attackat = rspintox(tC0(iso_inverse(T))) * xpush(hdist0(T*C0) / 3);
a.attacking = phase;
if(phase == 3) println(hlog, "distance = ", hdist0(T * C0));
a.attackat = rspintox(tC0(iso_inverse(T))) * xpush(hdist0(T*C0) * ratio + delta);
if(newanim) a.wherenow = Id, a.ltick = ticks, a.footphase = 0;
}
EX void animateAttack(const movei& m, int layer) {
animateAttackOrHug(m, layer, 1, 1/3., 0);
}
EX void animateHug(const movei& m, int layer) {
animateAttackOrHug(m, layer, 3, 0.5, -0.0713828 * cgi.scalefactor);
}
vector<pair<cell*, animation> > animstack;
EX void indAnimateMovement(const movei& m, int layer) {